- void AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha);
-
- /**
- * Animate a property between the keyframe time / value pairs.
- * @param[in] target The target object + property to animate
- * @param[in] keyFrames The set of time / value pairs between which to animate.
- * @param[in] alpha The alpha function to apply to the overall progress.
- * @param[in] period The effect will occur duing this time period.
- */
- void AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period);
-
- /**
- * @copydoc Dali::Animation::Animate( Property target, Property::Type targetType, AnyFunction func )
- */
- void Animate( Property& target, Property::Type targetType, AnyFunction& func );
-
- /**
- * @copydoc Dali::Animation::Animate(Property target, Property::Type targetType, AnyFunction func, AlphaFunction alpha )
- */
- void Animate( Property& target, Property::Type targetType, AnyFunction& func, AlphaFunction& alpha );
-
- /**
- * @copydoc Dali::Animation::Animate(Property target, Property::Type targetType, AnyFunction func, TimePeriod period)
- */
- void Animate( Property& target, Property::Type targetType, AnyFunction& func, TimePeriod period );
-
- /**
- * @copydoc Dali::Animation::Animate(Property target, Property::Type targetType, AnyFunction func, AlphaFunction alpha, TimePeriod period)
- */
- void Animate( Property& target, Property::Type targetType, AnyFunction& func, AlphaFunction& alpha, TimePeriod period );
-
- // Action-specific convenience functions
-
- /**
- * Translate an actor.
- * The default alpha function will be used.
- * The translation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] x Translation in the X-direction.
- * @param [in] y Translation in the Y-direction.
- * @param [in] z Translation in the Z-direction.
- */
- void MoveBy(Actor& actor, float x, float y, float z);
-
- /**
- * Translate an actor. This overload allows the alpha function to be customized.
- * The translation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] translation The translation.
- * @param [in] alpha The alpha function to apply.
- */
- void MoveBy(Actor& actor, const Vector3& translation, AlphaFunction alpha);
-
- /**
- * Translate an actor. This overload allows the translation start & end time to be customized.
- * @pre delaySeconds must be zero or greater.
- * @pre durationSeconds must be greater than zero.
- * @param [in] actor The actor to animate.
- * @param [in] translation The translation.
- * @param [in] alpha The alpha function to apply.
- * @param [in] delaySeconds The initial delay from the start of the animation.
- * @param [in] durationSeconds The duration of the translation.
- */
- void MoveBy(Actor& actor, const Vector3& translation, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
- /**
- * Translate an actor to a target position.
- * The default alpha function will be used.
- * The translation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] x Translation in the X-direction.
- * @param [in] y Translation in the Y-direction.
- * @param [in] z Translation in the Z-direction.
- */
- void MoveTo(Actor& actor, float x, float y, float z);
-
- /**
- * Translate an actor to a target position. This overload allows the alpha function to be customized.
- * The translation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] translation The translation.
- * @param [in] alpha The alpha function to apply.
- */
- void MoveTo(Actor& actor, const Vector3& translation, AlphaFunction alpha);
-
- /**
- * Translate an actor to a target position. This overload allows the translation start & end time to be customized.
- * @pre delaySeconds must be zero or greater.
- * @pre durationSeconds must be greater than zero.
- * @param [in] actor The actor to animate.
- * @param [in] translation The translation.
- * @param [in] alpha The alpha function to apply.
- * @param [in] delaySeconds The initial delay from the start of the animation.
- * @param [in] durationSeconds The duration of the translation.
- */
- void MoveTo(Actor& actor, const Vector3& translation, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
- /**
- * Translate an actor using a custom function.
- * The animatorFunc will be called from the rendering thread; it should return quickly, to avoid performance degredation.
- * @pre delaySeconds must be zero or greater.
- * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
- * @param [in] actor The actor to animate.
- * @param [in] func The function to call during the animation.
- * @param [in] alpha The alpha function to apply.
- * @param [in] delaySeconds The initial delay from the start of the animation.
- * @param [in] durationSeconds The duration of the translation.
- */
- void Move(Actor& actor, AnimatorFunctionVector3 func, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
- /**
- * Rotate an actor around an arbitrary axis.
- * The default alpha function will be used.
- * The rotation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] angle The angle in radians.
- * @param [in] axis The axis of rotation.
- */
- void RotateBy(Actor& actor, Radian angle, const Vector3& axis);
-
- /**
- * Rotate an actor around an arbitrary axis. This overload allows the alpha function to be customized.
- * The rotation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] angle The angle in radians.
- * @param [in] axis The axis of rotation.
- * @param [in] alpha The alpha function to apply.
- */
- void RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha);
-
- /**
- * Rotate an actor around an arbitrary axis. This overload allows the rotation start & end time to be customized.
- * @pre delaySeconds must be zero or greater.
- * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
- * @param [in] actor The actor to animate.
- * @param [in] angle The angle in radians.
- * @param [in] axis The axis of rotation.
- * @param [in] alpha The alpha function to apply.
- * @param [in] delaySeconds The initial delay from the start of the animation.
- * @param [in] durationSeconds The duration of the rotation.
- */
- void RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
- /**
- * Rotate an actor to a target orientation.
- * The default alpha function will be used.
- * The rotation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] angle The target rotation angle in radians.
- * @param [in] axis The target axis of rotation.
- */
- void RotateTo(Actor& actor, Radian angle, const Vector3& axis);
-
- /**
- * Rotate an actor to a target orientation.
- * The default alpha function will be used.
- * The rotation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] orientation The target orientation.
- */
- void RotateTo(Actor& actor, const Quaternion& orientation);
-
- /**
- * Rotate an actor to a target orientation. This overload allows the alpha function to be customized.
- * The rotation will start & end when the animation begins & ends.
- * @param [in] actor The actor to animate.
- * @param [in] angle The target rotation angle in radians.
- * @param [in] axis The target axis of rotation.
- * @param [in] alpha The alpha function to apply.
- */
- void RotateTo(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha);